Game Development Community

Stefan Lundmark's Forum Posts

Thread Post Date Posted
Network monkey assistance needed - apply within That's definatly too much, but I'm sure you know that already. Since you're dealing with ghosts h... read more 06/16/2009 (11:14 am)
Network monkey assistance needed - apply within [quote] Though I *am* interested in why we spend so much time in TSMesh::SkinMesh [/quote] The ... read more 06/15/2009 (3:01 pm)
DataBlocks, Explained! Nice, but there are two errors. [quote] -It should also be mentioned that datablocks are only se... read more 06/13/2009 (10:59 am)
"Support 1000+ players per server" You'll find that when 500 clients actually do typical things like running or shooting, it just won't... read more 06/10/2009 (2:57 pm)
Slow Performance with Trees and Swap Buffer Let us know what you find out! Good luck.... read more 06/09/2009 (1:43 pm)
Slow Performance with Trees and Swap Buffer Like in the other thread, NVPerfHUD would be able to tell you what's going on. You have to forget ab... read more 06/09/2009 (5:48 am)
Strange Polycount Issue, Showtools VS Torque Two lights can be merged to one with some clever shading, but it's not always like that. What's t... read more 06/09/2009 (5:44 am)
Strange Polycount Issue, Showtools VS Torque (No offence to Picasso, but that's not how it works. The geometry isn't duplicated, so it'll still b... read more 06/09/2009 (1:13 am)
Texture leak on exit Thank you! Edit: Nvm the edit. Thanks again!... read more 06/08/2009 (5:26 am)
AIClient crashes app Hi Andrea, I'm pretty sure AIClient isn't supported and is just left in there to be useful for le... read more 06/08/2009 (5:20 am)
Texture leak on exit It's because you're running a debug build, which is more verbose than a release build. I've seen thi... read more 06/07/2009 (2:20 pm)
Texture leak on exit What's the exception, or what does the assertion message say? Looks like it's just a texture leak... read more 06/07/2009 (9:20 am)
Zip files - What am I doing wrong? Ye, that's not exactly what I wanted to discuss.. I don't think it would have an impact on the nu... read more 05/31/2009 (6:53 am)
Zip files - What am I doing wrong? Any progress? Has been saying "We're working on it" for a while now. Alex, if there's a s... read more 05/30/2009 (1:13 pm)
Can a simple quad be a polysoup enabled object? They should work just fine as long as it's not a convex hull. The geometry shouldn't have to be encl... read more 05/24/2009 (12:42 pm)
Tips for improving performance In the end, your slowdown could be anything. I think it sounds like you're CPU bound (but it obvious... read more 05/23/2009 (12:41 am)
Tempted by Torque 3D, but don't want to be burned again. [quote]I don't think there is much of tge left aside from torque script.[/quote] What? Use a diff... read more 05/16/2009 (8:40 am)
Tempted by Torque 3D, but don't want to be burned again. You echo my thoughts exactly. However, I don't mind waiting (and buying T3D for $800, instead of ... read more 05/15/2009 (11:07 am)
SFX Bug: Modifying pitch requires restarting the source. I always test with stock vehicles, or else there's really no point in reporting anything. Unfortunat... read more 05/15/2009 (4:55 am)
Some help for outlining an object Not saying you're wrong, but it works on our end - that's characters included. YMMV.... read more 05/14/2009 (11:51 am)
Some help for outlining an object Draw the shape a second time (this is simply doing a second ShapeInstance::render () call in ShapeBa... read more 05/13/2009 (3:06 pm)
3D Studio exportor guide [quote] You can make a dts with several meshes all set to different LODs BUT this can become tricky... read more 05/13/2009 (1:17 pm)
Full Screen Shader in 1.8.1 There's nothing magic with a full-screen shader, it's just a screen aligned quad much like any GUI, ... read more 05/08/2009 (2:15 pm)
[TGEA] Wanted: RenderInstance manager which does Shader Instancing. Hardware instancing too eh? That's pretty nice and should be slightly faster. Thanks for describing ... read more 05/08/2009 (6:17 am)
[TGEA] Wanted: RenderInstance manager which does Shader Instancing. I've figured it out on my spare time, thanks! (Hey Gerald, why won't you use a CustomMaterial and... read more 05/08/2009 (12:19 am)
[TGEA] Wanted: RenderInstance manager which does Shader Instancing. It's not, I'm afraid. A group of identical TSShapes, interiors - even the replicator objects - all d... read more 05/07/2009 (1:20 am)
Particle Materials / Shaders This is on my TODO as well. I think moving particles out into their own render instance/manager/bin ... read more 05/04/2009 (1:03 am)
NonBug: Weapon Sound Clipping in 1.8.1 That's definatly not the way to go. serverPlay3D is a NetEvent, hence has to travel across the netwo... read more 05/03/2009 (7:52 am)
NonBug: Weapon Sound Clipping in 1.8.1 Well, your video doesn't show the problematic case where the fire state is followed by another state... read more 04/30/2009 (4:38 pm)
NonBug: Weapon Sound Clipping in 1.8.1 This is really a design issue and not a bug. Tribes II didn't use fire sounds that were longer than ... read more 04/30/2009 (8:47 am)
Limiting FPS vSync, GFXFences?... read more 04/29/2009 (3:34 pm)
FIX: Diffuse Texture DDS format fails on player I've been trying to reproduce this without any luck. :(... read more 04/29/2009 (3:30 pm)
is there any dds mipmap support in tgea 1.7.1 I'm not sure I understand. You need to load the bitmap, and make smaller copies of it and compress t... read more 04/29/2009 (11:17 am)
Torque 3d whats the point. [quote] I believe it is $700 for owners of TGEA, and $500 with the $200 pre-order discount+TGEA acc... read more 04/29/2009 (11:00 am)
is there any dds mipmap support in tgea 1.7.1 TGEA doesn't create mipmaps for DDS textures, that's correct. It can load them from an external tool... read more 04/29/2009 (10:59 am)
Torque 3d whats the point. [quote] That's only if you don't already own TGEA, which isn't an upgrade. The upgrade is a little ... read more 04/29/2009 (5:56 am)
Torque 3d whats the point. [quote] Not sure where you get 900% from [/quote] You're right, it's "only" ~350%. Fr... read more 04/28/2009 (10:11 am)
Torque 3d whats the point. Personally, I look at T3D as a seperate product, not an upgrade. That's because of the pricing chang... read more 04/28/2009 (5:24 am)
Client side only StaticShape It's the same procedure. You have to step trough onAdd () in GameBase and ShapeBase and your new obj... read more 04/27/2009 (4:01 pm)
Atlas Crashes consistently Sorry to hear it isn't working out, Jeremiah. :( I expected this. They said they weren't prioriti... read more 04/26/2009 (2:48 pm)
Client side only StaticShape Yeah, and there's no concept of datablocks below GameBase so that's another reason.... read more 04/26/2009 (2:05 am)
Client side only StaticShape I would go trough onAdd () and check if you're actually creating a client side object to begin with.... read more 04/25/2009 (1:19 am)
NOWINBASEINTERLOCK preprocessor definition issues I've removed that define long ago and I've never seen any problems.... read more 04/24/2009 (5:49 am)
Torque 3d whats the point. You're free to keep using TGEA, obviously. I'm sure you're not alone.... read more 04/22/2009 (3:41 pm)
Basic Lighting vs SGLighting Blob shadows are always used in BasicLighting, and depends on a pref value in SGLighting.... read more 04/22/2009 (2:01 am)
Skysphere in tgea, again Start by looking at GFXUtil::drawSolidSphere (). That's how you draw a sphere by only passing radius... read more 04/21/2009 (3:24 pm)
Image Of The Day [quote] IOTD would be the old Snapshots, right? [/quote] Ye. The little bugger which used to re... read more 04/21/2009 (2:05 pm)
Non-rendered edges on waterblock in 1.8.1 WaterBlock is seperate from TerrainBlock. They have no connection.... read more 04/21/2009 (12:42 am)
T3D and hobby development [quote] So my original question still stands. Why, if you're a hobbyist, are you concerned with the... read more 04/20/2009 (1:26 pm)
Illumina Been trying to seed this file for a day or two now, but there's no initial seed.... read more 04/20/2009 (1:49 am)